Medium Aberration, Neutral Evil
Armor Class 13 Cannot be targeted while possessing a creature
Hit Points 67 (9d8 + 27)
Speed 20 ft., (hover)
STR
14 (+2)
DEX
9 (-1)
CON
16 (+3)
INT
14 (+2)
WIS
17 (+3)
CHA
25 (+7)
Saving Throws INT +6, WIS +7, CHA +11
Skills Deception +11, Insight +7, Intimidation +11, Persuasion +11
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Petrified, Poisoned
Senses Darkvision 60 ft., Truesight 20 ft., Passive Perception 16
Languages Common, Deep Speech (telepathy 60ft)
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

Legendary Resistance (3/Day). If Zantras fails a saving throw, it can choose to succeed instead.

Magic Resistance. Zantras has advantage on saving throws against spells and other magical effects. 

Possessing. While possessing a creature, Zantras cannot be targeted by attacks. While Zantras is possessing it, the creature also has advantage on all Charisma checks. Whenever the creature it is possessing takes radiant damage, Zantras also takes that damage. 

Spellcasting. Zantras casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 19):

Actions

Frightful Presence. Each creature of Zantras's choice that is within 30 feet of it must succeed on a DC 19 Wisdom saving throw or become frightened of it and the creature it's possessing for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Zantras's Frightful Presence for the next 24 hours.

Enthralling Presence. Each creature of Zantras's choice that is within 30 feet of it must succeed on a DC 19 Wisdom saving throw or become charmed by it and the creature it's possessing for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Zantras's Frightful Presence for the next 24 hours.

Break Mind (Recharge 5 - 6)Zantras chooses a creature that it is possessing, or one that is charmed or frightened by Zantras. The creature must then make a DC 19 Charisma saving throw, or take 44 (8d10) psychic damage, and the charmed or frightened condition ends on that creature. 

 

Reactions

Otherwordly Aid. Immediately after the creature it is possessing makes a check, attack roll, or saving throw, Zantras can force that creature to reroll and use the new result.  

Legendary Actions

Command (Cost 1 Action). Zantras casts command at a creature within 60 ft. Once a creature has been targeted with this ability, it cannot be targeted again until the start of Zantras's next turn. 

Frighten (Costs 2 Actions). Zantras uses the Frightful Presence action. 

Enthrall (Costs 2 Actions). Zantras uses the Enthralling Presence action. 

Description

Zantras the Kingmaker is one of several dark entities that lie trapped in the Amber Sarcophagi of the Amber Temple. Zantras's gift offers power that comes from great presence and force of personality, to fuel a creature's ambitions and desires to rule.

Unlike the others, Zantras is not satisfied by merely feeding on the hate, pain, and death that comes from Strahd's rule over Barovia. Zantras desires to command dominion over the dread realm itself, but it cannot do it alone. And so Zantras seeks to persuade an ambitious individual to ally with. A creature that Zantras can decieve and persuade into obeying its will, freeing it from the temple, until Zantras eventually betrays and takes control of the host, becoming the sole dread lord of Barovia. 

Amber Temple. Through dark summonings, ritual bindings, and other various means the ancient wizards that created the temple gathered many powerful dark beings and entities and trapped them within the temple. They devoted the temple to nameless god of secrets, in the hope that the temple would stay forever lost. However even the will of a god could not hide the power of the beings locked within the Amber temple, and the wizards were forced to remaine and defend the temple indefinitely. Over time the wizards were corrupted by the beings trapped within the temple, slaughtered by their own hand, and the temple defenses were abandoned. 

Boneclad

Comments

Posts Quoted:
Reply
Clear All Quotes